Clear out experimental .35 files
Clear out experimental .35 files
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/*:://////////////////////////////////////////////
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//:: Spell Name Energy Field: Heartbeat
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//:: Spell FileName PHS_S_EnergyFldC
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//:://////////////////////////////////////////////
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//:: Spell Effects Applied / Notes
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//:://////////////////////////////////////////////
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Jasperre:
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On Heartbeat:
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We do 2d6 damage a round to those in the fog, and do it only to living
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creatures. We heal undead. Negative damage.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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#include "PHS_INC_SPELLS"
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void main()
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{
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// Check AOE
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if(!PHS_CheckAOECreator()) return;
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// Declare major variables
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object oTarget;
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object oCaster = GetAreaOfEffectCreator();
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int nMetaMagic = PHS_GetAOEMetaMagic();
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int nDamage, nHeal;
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effect eHeal;
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effect eHealVis = EffectVisualEffect(VFX_IMP_HEAD_EVIL);
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float fDelay;
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// Declare effects
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effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
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// Start cycling through the AOE Object for viable targets
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oTarget = GetFirstInPersistentObject(OBJECT_SELF, OBJECT_TYPE_CREATURE);
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while(GetIsObjectValid(oTarget))
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{
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// If undead, we heal
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if(GetRacialType(oTarget) == RACIAL_TYPE_UNDEAD)
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{
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// Get what to do
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nHeal = PHS_MaximizeOrEmpower(6, 2, nMetaMagic);
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// Do heal
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eHeal = EffectHeal(nHeal);
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// Fire cast spell at event for the affected target
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_ENERGY_FIELD);
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// Heal
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PHS_ApplyInstantAndVFX(oTarget, eVis, eHeal);
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}
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// PvP check
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else if(!GetIsReactionTypeFriendly(oTarget, oCaster) &&
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// Make sure they are not immune to spells
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!PHS_TotalSpellImmunity(oTarget))
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{
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// Must be living
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if(PHS_GetIsAliveCreature(oTarget))
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{
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// Fire cast spell at event for the affected target
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PHS_SignalSpellCastAt(oTarget, PHS_SPELL_ENERGY_FIELD);
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// Get damage
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nDamage = PHS_MaximizeOrEmpower(6, 2, nMetaMagic);
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// Get a small delay
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fDelay = PHS_GetRandomDelay(0.1, 3.0);
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// Apply damage and visuals
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DelayCommand(fDelay, PHS_ApplyDamageVFXToObject(oTarget, eVis, nDamage, DAMAGE_TYPE_NEGATIVE));
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}
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}
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//Get next target.
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oTarget = GetNextInPersistentObject(OBJECT_SELF, OBJECT_TYPE_CREATURE);
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}
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}
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